Creating a video game as a platform for deep, empowering learning experiences.
82% of young people don’t have the skills they need to enter the workplace. Developing SKILLS and not just content knowledge is therefore critical.Tyto Online empowers experiential learning through a video game where students can actively solve authentic problems while learning. We’re starting with a focus on science, empowering students to directly explore science phenomena and solve authentic problems. For example, students work with a botanist to breed more crops to address a food shortage, or pilot an art robot to investigate puzzling deaths within an ant colony in the Amazon Rainforest.We focus on middle school STEM because this is the age where students, especially those who are marginalized, tend to lose interest in STEM. This is an area of critical importance for our team, and we use many strategies to support underrepresented students: diverse, meaningful representation; breaking stereotypes about STEM; and showing the social impact of STEM careers!
Announced Date | Round | Money Raised | Number of Investors | Lead Investors | Post Valuation | |
---|---|---|---|---|---|---|
Apr 8, 2019 | Grant | $1.44M | 1 | National Science Foundation | — | Detail |
Dec 19, 2017 | Grant | $224.73K | 1 | National Science Foundation | — | Detail |
Jun 10, 2017 | Pre-seed | $150K | 1 | — | — | Detail |
Investor Name | Lead Investor | Funding Round |
---|---|---|
National Science Foundation | Yes | Grant |
Second Story Capital | — | Pre-seed |